Teleportation school of magic5/1/2023 ![]() They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury. Spells change the properties of a creature, object, or environment. Transmutation “Changin’ stuff” (Transmute: to change) Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.Įxamples: Chill Touch, Spare the Dying, False Life, Blindness/Deafness, Gentle Repose, Resurrection Spells manipulate the energies of life and death. Spells deceive the senses or minds of others.Įxamples: Invisibility, Magic Mouth, Simulacrum Illusion “Trickin’ stuff” (Illusion: a deception) Others channel positive energy to heal wounds.Įxamples: Fire Bolt, Light, Cure Wounds, Heal, Magic Missile, Spiritual Weapon, Earthquake, Telepathy Some call up blasts of fire or lightning. Spells manipulate magical energy to produce a desired effect. Spells affect the minds of others, influencing or controlling their behavior.Įxamples: Charm Person, Sleep, Hold Person, Zone of Truth, Power Word KillĮvocation “Makin’ energy stuff” (Evoke: cause an effect) Some conjurations create objects or effects out of nothing.Įxamples: Entangle, Fog Cloud, Dimension Door, Cloudkill, Teleport, Wishĭivination “Knowin’ stuff” (Divine: discover or learn)Įxamples: Identify, Speak with Animals, Detect Thoughts, See Invisibility, ScryingĮnchantment “Convincin’ stuff” (Enchant: to cause someone to act in a way it usually wouldn’t) Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Spells involve the transportation of objects and creatures from one location to another. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes.Įxamples: Alarm, Protection from Evil and Good, Arcane Lock, Glyph of WardingĬonjuration “Makin’ stuff” (Conjure: to create) You know what it does, but when they ask what school of magic it is, do you know? Remember that some magic, such as some potions, aren’t associated with any school.Ībjuration “Protectin’ stuff” (Abjure: to renounce) Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.Here is a cheat sheet for when a PC uses an identify spell on a magical item in your dungeon. Focused Conjurationīeginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. If that creature is willing, you both teleport, swapping places. ![]() Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. It was the first time since Camelot that the magic on earth stood a. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. She went from simple teleportation spells to conjuring portals to other worlds. The object is visibly magical, radiating dim light out to 5 feet. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. ![]() Sources: Player's Handbook Conjuration Savantīeginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. ![]()
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